How to Make AI Player Model Non-Collide-able

I am trying to make a police like game where you can arrest criminals, however though when you arrest them both of the hitboxes collide with each other and makes it really hard to walk around with the suspect arrested. I also want to lock the orientation of the model where it doesn’t phase through the floor.

Video of Proof:

I have tried to delete the welds that connect the torso to all of the limbs but that just makes everything just fall apart, I’ve changed all the limbs CanCollide to false, shown in the script. Couldn’t find any solutions or anything relating to my question on the DevHub.

( Not Full Script, No Script Failure, Just Showing the CanCollide = false part )

interact.Triggered:Connect(function(player)
	local holdingsuspect = player.Data.IsHoldingSuspect
	
	if holdingsuspect.Value == false then
		interact.Enabled = false

		local plrchar = player.Character
		local humanoid = plrchar.Humanoid

		arrested.Value = true

		plrchar.Humanoid.WalkSpeed = 0
		
		local gui = rs.GUIs.Arresting:Clone()
		gui.Parent = player.PlayerGui
		
		char.CFrame = plrchar.HumanoidRootPart.CFrame*CFrame.new(offset)
		char.Parent.Torso.CanCollide = false
		char.Parent.Head.CanCollide = false
		char.Parent["Left Arm"].CanCollide = false
		char.Parent["Left Leg"].CanCollide = false
		char.Parent["Right Arm"].CanCollide = false
		char.Parent["Right Leg"].CanCollide = false

		local weld = Instance.new('WeldConstraint', char.Parent.Torso)
		weld.Name = 'CharToPlr'
		weld.Part0 = char.Parent.Torso

Your best bet is using PhysicsService and set a Collision Filter.
Then you can just loopt through the Player Model and set the collision groups.

Example code:

local PhysicsService = game:GetService("PhysicsService")
 
local obstacles = "Obstacles"
local greenObjects = "GreenObjects"
 
-- Create two collision groups
PhysicsService:CreateCollisionGroup(obstacles)
PhysicsService:CreateCollisionGroup(greenObjects)
-- Add an object to each group
PhysicsService:SetPartCollisionGroup(workspace.Obstacle1, obstacles)
PhysicsService:SetPartCollisionGroup(workspace.GreenBall, greenObjects)